Search found 10 matches
- Tue Sep 09, 2014 1:47 pm
- Forum: Troubleshooting
- Topic: Mob Conditions
- Replies: 1
- Views: 2079
Mob Conditions
Is there a list or c++ file that shows the mob conditions to do certain moves? Ex Spike Flail should only happen if you are attacking a wyrm from behind. How would I go about setting that up in a custom mob script?
- Sat Sep 06, 2014 10:37 pm
- Forum: Troubleshooting
- Topic: How to make Mobs Aggro?!?
- Replies: 11
- Views: 11276
Re: How to make Mobs Aggro?!?
Worked like a charm thank youkjLotus wrote:should be setMobModR3P0 wrote:mob:addMod(MOBMOD_SIGHT_RANGE,50)
- Sat Sep 06, 2014 10:19 pm
- Forum: Troubleshooting
- Topic: How to make Mobs Aggro?!?
- Replies: 11
- Views: 11276
Re: How to make Mobs Aggro?!?
there's a mob modifier called MOBMOD_SIGHT_RANGE that controls that, you can either modify the default in mobentity.h::41 or add that modifier to specific mobs to overwrite the default Kj I added MobMod_Sight_Range to the initialize portion of the mob scripts sometimes it seems to work other times ...
- Sat Sep 06, 2014 9:33 am
- Forum: Troubleshooting
- Topic: How to make Mobs Aggro?!?
- Replies: 11
- Views: 11276
Re: How to make Mobs Aggro?!?
there's a mob modifier called MOBMOD_SIGHT_RANGE that controls that, you can either modify the default in mobentity.h::41 or add that modifier to specific mobs to overwrite the default Kj I added MobMod_Sight_Range to the initialize portion of the mob scripts sometimes it seems to work other times ...
- Tue Sep 02, 2014 7:22 pm
- Forum: Troubleshooting
- Topic: How to make Mobs Aggro?!?
- Replies: 11
- Views: 11276
Re: How to make Mobs Aggro?!?
I made my modifications here and the mobs now aggro as they should, is there any way to extend the aggro range? As of right now you have to be practically on top of them for aggro. I used mod 24 which should be True Sight and True Sound
- Tue Sep 02, 2014 2:30 pm
- Forum: Troubleshooting
- Topic: How to make Mobs Aggro?!?
- Replies: 11
- Views: 11276
Re: How to make Mobs Aggro?!?
all the static data in the database is only read on startup (so you have to restart the server), and if you edit a .sql file you have to reimport it into the database OMG I feel so stupid right now I just realized I totally forgot that step lol wow do I feel like a dumbass. that worked perfect Kj I...
- Tue Sep 02, 2014 1:11 pm
- Forum: Troubleshooting
- Topic: How to make Mobs Aggro?!?
- Replies: 11
- Views: 11276
How to make Mobs Aggro?!?
Little lost here, I opened Mob_Pools.sql and am trying to make mobs aggro on my server. According to what I saw 11 spaces down should be the Aggro toggle switch and 12 should be links. I tested this with 2 mobs on a level 1 character, Orcish Fodder which aggros by sight to a level 1 and Wild Rabbit ...
- Mon Aug 25, 2014 9:23 am
- Forum: Troubleshooting
- Topic: Manipulating Individual Mob Stats
- Replies: 2
- Views: 2742
Manipulating Individual Mob Stats
Just wondering if anyone here has the instructions or a good guide on hoe to manipulate individual mob stats such as str dex int atk def eva etc. The mob_groups.sql file only gives the base leveling options for level and hp, I am looking to go a little deeper on some mobs. These instructions would b...
- Thu Jul 10, 2014 12:29 pm
- Forum: Public Servers
- Topic: DaFunk FFXI Private server! Open to All!
- Replies: 48
- Views: 48029
Re: DaFunk FFXI Private server! Open to All!
Activation key for what the forums?
- Thu Jul 10, 2014 7:27 am
- Forum: Public Servers
- Topic: DaFunk FFXI Private server! Open to All!
- Replies: 48
- Views: 48029
Re: DaFunk FFXI Private server! Open to All!
You guys should really check this server out Sig does a bang up job as an admin busting his butt making sure everything works. He has a special Shinryu battle which drops ilvl 119 gear, he has augments working, he has a very good quest to get relic 99-4 weapons, and now opened abyssea last night for...